About this mod

Completed Bright Sands campaign mode (modded) save. Choose v1, v2, v3, or v4 but know why (below). Note I have all official DLC.

Requirements
Permissions and credits
Changelogs
Modded Campaign Save Game

A save game where the Bright Sands/Prosperity campaign is complete, modded game, a few islands in the Old World, La Isla, Manola, and Prosperity in the New, Crown Falls. There are now four versions, one further into the game, but do not automatically choose v2 without knowing why! 

Did you know I have Fallout 4 mods too? Check 'em out.

Version 1 or Version 2 or Version 3 or Version 4?

  • Version 4 now includes Crown Falls and its quests completed. A small township exists near the upper falls, and a seaside "city" sits down below with mod-added type investors and engineers (to get the quests done). Their needs are met. Basic cultural items abound. The roaming warships going between regions are for looks, not for anything real since there are no combative AI.
  • Version 3 is version 2 but much more progressed, but maybe you don't want to go as far as I did, so version 2 is a fine balance.
  • Version 2 is more progressed in the game than v1, however, v2 uses a different version of the Scholars Unlocked mod that definitely alters the gameplay found in v1. Don't upgrade to version 2 from v1 if you don't want your scholar experience altered from v1. 
  • Version 1 download contains nearly 500 autosaves, so you can roll back as you see fit by removing the higher level #'d saves. Version 2 only contains the saves after version 1.

Again, choose a version based on good reasons. 

I do not know if the game will even load without the mods, and a good portion of the buildings will simply vanish even if it did. The mods are listed in the Requirements dropdown, but also check the image of the sub-mods that I did not use (taken from GamerConsultant's Discord). Some of those submods are hidden within a mod's many folders, so be sure to check. The mods in that image are problematic mods, but the mods may have had updates since.

Bright Sands/Prosperity campaign - complete
The Cape - complete, and there is a salvager ship for all three regions ready to go looking for junk
Enbesa - never been in any version
The Arctic - never been in any version

Particulars

This save game contains no pirates or other main story AI characters, just the neutral traders. However, you can 'import' the main AI characters as you see fit using one the mods (AI shipyards from Spice It Up) that allows you to bring in whichever AI you want, one or all (not pirates since those require islands). They will then go about their business as you expect, BUT unlike in vanilla they can never really leave your game; even with zero islands or ships, they will still buy up shares.

Version 4 has Crown Fall quests complete. Version 3 is an enormous leap from version 2 to include the Dam and the Grand Stadium completed in Manola. A massive church is built in Bright Sands (mods) that reduces consumption permanently across the island. ALL items that can be identified in the Research Institute are now identified, so now you only need to develop them! A large growing zoo, museum, and botanical garden exists in Manola. I ransacked Ditchwater's versions so I could put the main items in one place, and left Ditchwater needing some of the non-specific items for the museum and garden. I still haven't started the Cape, Lions, or the Arctic. I'm going to the Cape next.

Among many MANY other things, version 2 of the save game removes all slow schooners doing routes in favor of a few large specialty cargo ships. Fire-breathing battleship/steamships manage the quests in both Old and New World from the neutral AI. Currently a couple of ships on expedition when you fire up v2. Version 2 also has available all Docklands items unlocked, and you can manufacture many types of specialty ships in Ditchwater. See below for more.

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Version 1 Bright Sands, Delightful Metropolis, a stamp of the original Bright Sands but altered to hell and back. The vanilla Bright Sands is not capable of maintaining any population tier as it was never designed to do so. The stamp of the vanilla city can be found on GamerConsultant's Discord + a bunch of others, so check them out. ALL of the population tiers are managed and centered around three town halls, with the experts inside providing most of the tier's needs. The current highest tiers are Engineers and Scholars. I am slowly upgrading the various tiers towards investor, ensuring the supply chains remain solid before upgrading another block of buildings. Once a few buildings are upgraded I physically move them to their more final resting spots with investors eventually being nearer the Member's Club and bank, etc.

The ornaments are Bright Sands basic mostly, trying to keep the "look', but like I said the original city was never meant for people to live in. In some cases the original had multiple of the same statue in clusters. Don't get me started on the sheer # of newsstands right next to each other . . .. Electricity is provided by coal power plants (mod) as I have not started the oil/train scenarios yet.

The scholars and Research Institute are altered with a mod, and so they operate a lot simpler than vanilla AND available much earlier on. A good portion of the personnel research category is complete, though I had no use for the military side so the people and tools from that sector are still mostly locked.

Version 2 Bright Sands is now a Beautiful Metropolis by game standards, has much more content added including an airport, the World's Fair (though you need many more investors before you can use it), a much fairer looking larger Docklands complex (ALL available items are unlocked now), tea supplier (alt needs), and altered production lines in keeping with version 2's switch to Scholars Unlocked Lite. The lite version of that mod removes most of the production changes in the mod's main version so you need the regular DLC materials now as per vanilla gameplay, AND thankfully returns Lifestyle Needs to the Scholars + unfortunately returns the regular time needed for researching items. Airships are available now in version 2 and airmail is thoroughly overproducing! New World Reports are being consumed by scholars, and combined with the needs being met there's nearly 60k research points to use very regularly.

Version 3 Bright Sands is now a Glamorous Metropolis. See above paragraphs about what else has been built or accomplished there. I have kicked off the World's Fair several times. The investors are "mostly" steady above 5k, but it seems airmail is the one variable. There is so much mail I have two airships doing different types of runs across all regions to keep up, AND it still doesn't make a difference. There is soooo much mail being written and consumed, it fills the posts offices. I have not added any department stores though they now need one or a dozen . . .. Version 2 and Version 3 are electrified by coal power plants, not oil. I found zero reason to bring in oil as the attractiveness hit was the same, and I don't need trains running through the city at all despite them looking cool. Maybe later. 

Version 4 Bright Sands cleans the city up a little, and moves all wood and some coal kiln production off island because I wanted to manage the Iron Tower and tourists. That tourist thing didn't end well. I wholly detested the tourist DLC the first time I played with it, I still hate it. Bright Sands has NO Iron Tower or tourists at this point; I deleted them all, Queen's quest failed, good damn riddance! Filled in those now empty spaces with trees. They're nice, trees. Real. Nice.

IF you insist on the Iron Tower and its irritating tourists, roll back a few autosaves and you will find the Tower ready for the Queen, spammed hotels off the side to get to 1500 tourists, and what appears to be a broken quest. The Queen's quests didn't continue, and it's a bug that has never been corrected. 

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Version 1 Ditchwater, Attractive Capital, the original main island. How it is a 'capital' is beyond me, but the game and its population/attractiveness wickets were met. I decided in this gameplay to never change any names, so Ditchwater it is until you change it. A few engineers lurk about, but a good portion are Pescatarians (mod). The alternate needs mod is amazing, and give the game a much broader way and more interesting way to provide for needs. 

Version 2 Ditchwater, Enticing Capital now, has an airport, a much fairer looking larger Docklands complex as well, and the coastline has been cleaned up very nicely. On all islands ALL production is on full with passive AI sales buying up your extras when they arrive at the trading post. Ditchwater is no exception!

Version 3 Ditchwater isn't much changed except that I looted the museum and garden to send the main items to Manola instead. Plenty of room for the non-specific garden plants in Ditchwater though. You can see the remains of the walkways there.

Version 4 Ditchwater is now Avalon-on-Glade, and is more tightly producing and its residents needs met. The botanical gardens have returned with a very nice facelift!

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Hillmont, a Settlement, basic workers and higher level tiers. More Pescatarians here too. Version 2 cleans up the place a bit, ensures the production lines are on target. Version 3 adds the Palace Local and a public mooring. Provides all the wood and some coal to Bright Sands via one large cargo ship whose job is to do just that one thing.

Skeog, a Settlement, more basic workers and higher level tiers with Pescatarians lurking about. Version 2 cleans up the place a bit, ensures the production lines are on target. Version 3 adds the Palace Local and a public mooring.

Stenhausen, a tiny island off Bright Sands providing more even more coal and iron for Sands. A little hamlet exists there being provided supplies to keep them going because this island is TINY. The people living there are pescatarians, not vanilla settlers.

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Version 1 Roschenhof, a Quaint City, originally intended to be built up from a city-size stamp, but the stamp wasn't very good -- wholly unable to manage tiers, and weird double placement of police, fire stations, etc, as in literally right next to each other at the far edges. I started with the stamp, but once I got to a point I deleted the unbuilt items and went on my own. 

Version 2 Roschenhof has an airport and the third of three Docklands complexes in the Old World, but now also supplies ALL of Bright Sands normal champagne needs (a specialist on Bright Sands adds champagne too). The island has became quite a scenic scape of fields for many types of crops. 

Version 3 Roschenhof adds the Palace Local and a public mooring, but also some ornaments and large swaths of trees.

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Version 1 La Isla, a Colony, basic setup. It has a mix of vanilla and hacienda (which I don't really like) because something is broken. A random selection of Jornaleros will suddenly up and leave despite their needs completely fulfilled, resulting in a cascading failure. That has always been the case in vanilla to boot, and none of the mods solve it. Personally I think the vanilla and the hacienda combo is the culprit. The hacienda hot sauce supply problem was never solved in the span of five Seasons either, but there you go and here we are. When you hear "Workforce shortage" on La Isla, 9 out of 10 it's the damn Jornaleros suddenly vanishing despite full meters. Go force them back to work.

Version 2 La Isla adds an airport, and cleans up some manufacturing so as to be at full production. Passive AI sales are set to buy your extra materials.

Version 3 La Isla
remains pretty much the same. I was going to add oil electricity to it now that Manola is dam powered, but in version 3 the oil in Prosperity is turned off entirely and the tanker sitting at that island doing nothing whatsoever. 

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Version 2 Manola, Colony, new in version 2 entirely. I took a slightly different approach than I think many players do by landing on the far (smaller) left side of the corner island leading to the main area. Very nice looking specific areas of my villagers. I like it. In no way does it stop a player from just putting a road into main Manola obviously.

Version 3 Manola, Grand Colony, has really increased in population. 99% of all Artistas live nearer the main parts of the island below the dam. I am very happy I decided to buck the trend of colonization by landing first on the small spits of land to the left of Manola. I LOVE scrolling through the various littler sections to the main Artista township. Fields and fields grow here, and orchards till your eyes bleed. I stopped short of providing all Artista needs because some of them are far too [redacted because bad words lol] in supply requirements. Grand Stadium has had several basic championships, but the second of three options is available and costumes are ready for that. A big zoo, museum, and garden exist here now. Never did that before in the NW. Still lots to collect!

Version 4 Manola has a lot of corn fields (good lord, a lot!). Has a lot of orchards. Has Little Manola, an Arista enclave off the far left of the island. Over 12k Arista inhabit the island and their needs are so near met as to be good enough. You can fire up a Grand Stadium World Championship any time you want, no problem, but will need to temporarily deny Aristas some of their needs so you can store enough of the various goods. NO WAY was I going to add even more production buildings just to have extras. They can go a day without, you know what I'm saying?

Various smaller islands provide one product each for Manola, whether herbs or orchids. Those islands have nothing else on them. I have the perk that gives free labor, so I use that free labor actively. The amount they grow on those islands is the same needed in Manola + one additional because of travel time. There are two trade routes covering the NW, one simply a back up to ensure no slowdown of supplies to Manola.

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The Cape, Version 4, all quests complete. Small township up near the falls, and a seaside city below. Needs are met. 

Enbesa, also nothing whatsoever in any version, haven't done the expedition as yet.

The Arctic, nothing in any version, haven't done the expedition as yet.